/*
 * Copyright (C) 2008 The Android Open Source Project Licensed under the Apache
 * License, Version 2.0 (the "License"); you may not use this file except in
 * compliance with the License. You may obtain a copy of the License at
 * http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law
 * or agreed to in writing, software distributed under the License is
 * distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
 * KIND, either express or implied. See the License for the specific language
 * governing permissions and limitations under the License.
 */

package com.sina.sinavideo.coreplayer.splayer;

import java.io.Writer;
import java.util.ArrayList;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGL11;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import javax.microedition.khronos.opengles.GL;
import javax.microedition.khronos.opengles.GL10;

import android.app.ActivityManager;
import android.content.Context;
import android.content.pm.ConfigurationInfo;
// import android.os.SystemProperties;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;

/**
 * An implementation of SurfaceView that uses the dedicated surface for
 * displaying OpenGL rendering.
 * <p>
 * A GLSurfaceView provides the following features:
 * <p>
 * <ul>
 * <li>Manages a surface, which is a special piece of memory that can be
 * composited into the Android view system.
 * <li>Manages an EGL display, which enables OpenGL to render into a surface.
 * <li>Accepts a user-provided Renderer object that does the actual rendering.
 * <li>Renders on a dedicated thread to decouple rendering performance from the
 * UI thread.
 * <li>Supports both on-demand and continuous rendering.
 * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL
 * calls.
 * </ul>
 * 
 * <div class="special reference">
 * <h3>Developer Guides</h3>
 * <p>
 * For more information about how to use OpenGL, read the <a href="{@docRoot}
 * guide/topics/graphics/opengl.html">OpenGL</a> developer guide.
 * </p>
 * </div>
 * 
 * <h3>Using GLSurfaceView</h3>
 * <p>
 * Typically you use GLSurfaceView by subclassing it and overriding one or more
 * of the View system input event methods. If your application does not need to
 * override event methods then GLSurfaceView can be used as-is. For the most
 * part GLSurfaceView behavior is customized by calling "set" methods rather
 * than by subclassing. For example, unlike a regular View, drawing is delegated
 * to a separate Renderer object which is registered with the GLSurfaceView
 * using the {@link #setRenderer(Renderer)} call.
 * <p>
 * <h3>Initializing GLSurfaceView</h3>
 * All you have to do to initialize a GLSurfaceView is call
 * {@link #setRenderer(Renderer)}. However, if desired, you can modify the
 * default behavior of GLSurfaceView by calling one or more of these methods
 * before calling setRenderer:
 * <ul>
 * <li>{@link #setDebugFlags(int)}
 * <li>{@link #setEGLConfigChooser(boolean)}
 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
 * <li>{@link #setGLWrapper(GLWrapper)}
 * </ul>
 * <p>
 * <h4>Specifying the android.view.Surface</h4>
 * By default GLSurfaceView will create a PixelFormat.RGB_565 format surface. If
 * a translucent surface is required, call
 * getHolder().setFormat(PixelFormat.TRANSLUCENT). The exact format of a
 * TRANSLUCENT surface is device dependent, but it will be a 32-bit-per-pixel
 * surface with 8 bits per component.
 * <p>
 * <h4>Choosing an EGL Configuration</h4>
 * A given Android device may support multiple EGLConfig rendering
 * configurations. The available configurations may differ in how may channels
 * of data are present, as well as how many bits are allocated to each channel.
 * Therefore, the first thing GLSurfaceView has to do when starting to render is
 * choose what EGLConfig to use.
 * <p>
 * By default GLSurfaceView chooses a EGLConfig that has an RGB_565 pixel
 * format, with at least a 16-bit depth buffer and no stencil.
 * <p>
 * If you would prefer a different EGLConfig you can override the default
 * behavior by calling one of the setEGLConfigChooser methods.
 * <p>
 * <h4>Debug Behavior</h4>
 * You can optionally modify the behavior of GLSurfaceView by calling one or
 * more of the debugging methods {@link #setDebugFlags(int)}, and
 * {@link #setGLWrapper}. These methods may be called before and/or after
 * setRenderer, but typically they are called before setRenderer so that they
 * take effect immediately.
 * <p>
 * <h4>Setting a Renderer</h4>
 * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
 * The renderer is responsible for doing the actual OpenGL rendering.
 * <p>
 * <h3>Rendering Mode</h3>
 * Once the renderer is set, you can control whether the renderer draws
 * continuously or on-demand by calling {@link #setRenderMode}. The default is
 * continuous rendering.
 * <p>
 * <h3>Activity Life-cycle</h3>
 * A GLSurfaceView must be notified when the activity is paused and resumed.
 * GLSurfaceView clients are required to call {@link #onPause()} when the
 * activity pauses and {@link #onResume()} when the activity resumes. These
 * calls allow GLSurfaceView to pause and resume the rendering thread, and also
 * allow GLSurfaceView to release and recreate the OpenGL display.
 * <p>
 * <h3>Handling events</h3>
 * <p>
 * To handle an event you will typically subclass GLSurfaceView and override the
 * appropriate method, just as you would with any other View. However, when
 * handling the event, you may need to communicate with the Renderer object
 * that's running in the rendering thread. You can do this using any standard
 * Java cross-thread communication mechanism. In addition, one relatively easy
 * way to communicate with your renderer is to call
 * {@link #queueEvent(Runnable)}. For example:
 * 
 * <pre class="prettyprint">
 * class MyGLSurfaceView extends GLSurfaceView {
 * 
 * 	private MyRenderer mMyRenderer;
 * 
 * 	public void start() {
 *         mMyRenderer = ...;
 *         setRenderer(mMyRenderer);
 *     }
 * 
 * 	public boolean onKeyDown(int keyCode, KeyEvent event) {
 * 		if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
 * 			queueEvent(new Runnable() {
 * 
 * 				// This method will be called on the rendering
 * 				// thread:
 * 				public void run() {
 * 					mMyRenderer.handleDpadCenter();
 * 				}
 * 			});
 * 			return true;
 * 		}
 * 		return super.onKeyDown(keyCode, event);
 * 	}
 * }
 * </pre>
 * 
 */
public class GLSurfaceView extends SurfaceView implements
		SurfaceHolder.Callback {

	private final static String TAG = "GLSurfaceView";
	private final static boolean LOG_ATTACH_DETACH = false;
	private final static boolean LOG_THREADS = false;
	private final static boolean LOG_PAUSE_RESUME = false;
	private final static boolean LOG_SURFACE = false;
	private final static boolean LOG_RENDERER = false;
	private final static boolean LOG_RENDERER_DRAW_FRAME = false;
	private final static boolean LOG_EGL = false;
	// Work-around for bug 2263168
	private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true;
	/**
	 * The renderer only renders when the surface is created, or when
	 * {@link #requestRender} is called.
	 * 
	 * @see #getRenderMode()
	 * @see #setRenderMode(int)
	 * @see #requestRender()
	 */
	public final static int RENDERMODE_WHEN_DIRTY = 0;
	/**
	 * The renderer is called continuously to re-render the scene.
	 * 
	 * @see #getRenderMode()
	 * @see #setRenderMode(int)
	 */
	public final static int RENDERMODE_CONTINUOUSLY = 1;

	/**
	 * Check glError() after every GL call and throw an exception if glError
	 * indicates that an error has occurred. This can be used to help track down
	 * which OpenGL ES call is causing an error.
	 * 
	 * @see #getDebugFlags
	 * @see #setDebugFlags
	 */
	public final static int DEBUG_CHECK_GL_ERROR = 1;

	/**
	 * Log GL calls to the system log at "verbose" level with tag
	 * "GLSurfaceView".
	 * 
	 * @see #getDebugFlags
	 * @see #setDebugFlags
	 */
	public final static int DEBUG_LOG_GL_CALLS = 2;
	private static int RENDERPOS_ENABLE = 0;

	public final static int RENDERPOS_TOP = (1 << 0);

	public final static int RENDERPOS_VCENTER = (2 << 0);

	public final static int RENDERPOS_BOTTOM = (3 << 0);

	public final static int RENDERPOS_VMASK = 0xff;

	public final static int RENDERPOS_LEFT = (1 << 8);

	public final static int RENDERPOS_HCENTER = (2 << 8);

	public final static int RENDERPOS_RIGHT = (3 << 8);

	public final static int RENDERPOS_HMASK = 0xff00;

	public final static int RENDERPOS_FULLSCREEN = 0x10000;

	/**
	 * Standard View constructor. In order to render something, you must call
	 * {@link #setRenderer} to register a renderer.
	 */
	public GLSurfaceView(Context context) {
		super(context);
		// /add by lyh
		if (null == GLSurfaceView.sGLThreadManager) {
			GLSurfaceView.sGLThreadManager = new GLThreadManager(context);
		}

		init();
	}

	/**
	 * Standard View constructor. In order to render something, you must call
	 * {@link #setRenderer} to register a renderer.
	 */
	public GLSurfaceView(Context context, AttributeSet attrs) {
		super(context, attrs);
		// /add by lyh
		if (null == GLSurfaceView.sGLThreadManager) {
			GLSurfaceView.sGLThreadManager = new GLThreadManager(context);
		}

		init();
	}

	private void init() {
		// Install a SurfaceHolder.Callback so we get notified when the
		// underlying surface is created and destroyed
		SurfaceHolder holder = getHolder();
		holder.addCallback(this);
		// setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment
		// this statement if back-porting to 2.2 or older:
		// holder.setFormat(PixelFormat.RGB_565);
		//
		// setType is not needed for SDK 2.0 or newer. Uncomment this
		// statement if back-porting this code to older SDKs.
		// holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
	}

	/**
	 * Set the glWrapper. If the glWrapper is not null, its
	 * {@link GLWrapper#wrap(GL)} method is called whenever a surface is
	 * created. A GLWrapper can be used to wrap the GL object that's passed to
	 * the renderer. Wrapping a GL object enables examining and modifying the
	 * behavior of the GL calls made by the renderer.
	 * <p>
	 * Wrapping is typically used for debugging purposes.
	 * <p>
	 * The default value is null.
	 * 
	 * @param glWrapper
	 *            the new GLWrapper
	 */
	public void setGLWrapper(GLWrapper glWrapper) {
		mGLWrapper = glWrapper;
	}

	public static int getGLAdpaterWidth() {
		return mAdapterWidth;
	}

	public static int getGLAdpaterHeight() {
		return mAdapterHeight;
	}

	public static void setGLAdpaterSize(int adpaterWidth, int adpaterHeight) {
		mAdapterWidth = adpaterWidth;
		mAdapterHeight = adpaterHeight;
	}

	public static void setGLAdapterWinMatch(boolean match) {
		mIsGLAdapterWindowEnable = match;
	}

	public static boolean getGLAdapterWinMatch() {
		if (mIsGLAdapterWindowEnable && mIsGLRunning) {
			return true;
		}

		return false;
	}

	/**
	 * Set the debug flags to a new value. The value is constructed by
	 * OR-together zero or more of the DEBUG_CHECK_* constants. The debug flags
	 * take effect whenever a surface is created. The default value is zero.
	 * 
	 * @param debugFlags
	 *            the new debug flags
	 * @see #DEBUG_CHECK_GL_ERROR
	 * @see #DEBUG_LOG_GL_CALLS
	 */
	public void setDebugFlags(int debugFlags) {
		mDebugFlags = debugFlags;
	}

	/**
	 * Get the current value of the debug flags.
	 * 
	 * @return the current value of the debug flags.
	 */
	public int getDebugFlags() {
		return mDebugFlags;
	}

	/**
	 * Control whether the EGL context is preserved when the GLSurfaceView is
	 * paused and resumed.
	 * <p>
	 * If set to true, then the EGL context may be preserved when the
	 * GLSurfaceView is paused. Whether the EGL context is actually preserved or
	 * not depends upon whether the Android device that the program is running
	 * on can support an arbitrary number of EGL contexts or not. Devices that
	 * can only support a limited number of EGL contexts must release the EGL
	 * context in order to allow multiple applications to share the GPU.
	 * <p>
	 * If set to false, the EGL context will be released when the GLSurfaceView
	 * is paused, and recreated when the GLSurfaceView is resumed.
	 * <p>
	 * 
	 * The default is false.
	 * 
	 * @param preserveOnPause
	 *            preserve the EGL context when paused
	 */
	public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
		mPreserveEGLContextOnPause = preserveOnPause;
	}

	/**
	 * @return true if the EGL context will be preserved when paused
	 */
	public boolean getPreserveEGLContextOnPause() {
		return mPreserveEGLContextOnPause;
	}

	/**
	 * Set the renderer associated with this view. Also starts the thread that
	 * will call the renderer, which in turn causes the rendering to start.
	 * <p>
	 * This method should be called once and only once in the life-cycle of a
	 * GLSurfaceView.
	 * <p>
	 * The following GLSurfaceView methods can only be called <em>before</em>
	 * setRenderer is called:
	 * <ul>
	 * <li>{@link #setEGLConfigChooser(boolean)}
	 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
	 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
	 * </ul>
	 * <p>
	 * The following GLSurfaceView methods can only be called <em>after</em>
	 * setRenderer is called:
	 * <ul>
	 * <li>{@link #getRenderMode()}
	 * <li>{@link #onPause()}
	 * <li>{@link #onResume()}
	 * <li>{@link #queueEvent(Runnable)}
	 * <li>{@link #requestRender()}
	 * <li>{@link #setRenderMode(int)}
	 * </ul>
	 * 
	 * @param renderer
	 *            the renderer to use to perform OpenGL drawing.
	 */
	public void setRenderer(Renderer renderer) {
		checkRenderThreadState();
		if (mEGLConfigChooser == null) {
			mEGLConfigChooser = new SimpleEGLConfigChooser(true);
		}
		if (mEGLContextFactory == null) {
			mEGLContextFactory = new DefaultContextFactory();
		}
		if (mEGLWindowSurfaceFactory == null) {
			mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
		}
		mRenderer = renderer;
		mGLThread = new GLThread(renderer);
		mGLThread.start();
	}

	/**
	 * Install a custom EGLContextFactory.
	 * <p>
	 * If this method is called, it must be called before
	 * {@link #setRenderer(Renderer)} is called.
	 * <p>
	 * If this method is not called, then by default a context will be created
	 * with no shared context and with a null attribute list.
	 */
	public void setEGLContextFactory(EGLContextFactory factory) {
		checkRenderThreadState();
		mEGLContextFactory = factory;
	}

	/**
	 * Install a custom EGLWindowSurfaceFactory.
	 * <p>
	 * If this method is called, it must be called before
	 * {@link #setRenderer(Renderer)} is called.
	 * <p>
	 * If this method is not called, then by default a window surface will be
	 * created with a null attribute list.
	 */
	public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
		checkRenderThreadState();
		mEGLWindowSurfaceFactory = factory;
	}

	/**
	 * Install a custom EGLConfigChooser.
	 * <p>
	 * If this method is called, it must be called before
	 * {@link #setRenderer(Renderer)} is called.
	 * <p>
	 * If no setEGLConfigChooser method is called, then by default the view will
	 * choose an EGLConfig that is compatible with the current
	 * android.view.Surface, with a depth buffer depth of at least 16 bits.
	 * 
	 * @param configChooser
	 */
	public void setEGLConfigChooser(EGLConfigChooser configChooser) {
		checkRenderThreadState();
		mEGLConfigChooser = configChooser;
	}

	/**
	 * Install a config chooser which will choose a config as close to 16-bit
	 * RGB as possible, with or without an optional depth buffer as close to
	 * 16-bits as possible.
	 * <p>
	 * If this method is called, it must be called before
	 * {@link #setRenderer(Renderer)} is called.
	 * <p>
	 * If no setEGLConfigChooser method is called, then by default the view will
	 * choose an RGB_565 surface with a depth buffer depth of at least 16 bits.
	 * 
	 * @param needDepth
	 */
	public void setEGLConfigChooser(boolean needDepth) {
		setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
	}

	/**
	 * Install a config chooser which will choose a config with at least the
	 * specified depthSize and stencilSize, and exactly the specified redSize,
	 * greenSize, blueSize and alphaSize.
	 * <p>
	 * If this method is called, it must be called before
	 * {@link #setRenderer(Renderer)} is called.
	 * <p>
	 * If no setEGLConfigChooser method is called, then by default the view will
	 * choose an RGB_565 surface with a depth buffer depth of at least 16 bits.
	 * 
	 */
	public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
			int alphaSize, int depthSize, int stencilSize) {
		setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
				blueSize, alphaSize, depthSize, stencilSize));
	}

	/**
	 * Inform the default EGLContextFactory and default EGLConfigChooser which
	 * EGLContext client version to pick.
	 * <p>
	 * Use this method to create an OpenGL ES 2.0-compatible context. Example:
	 * 
	 * <pre class="prettyprint">
	 * 
	 * public MyView(Context context) {
	 * 	super(context);
	 * 	setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
	 * 	setRenderer(new MyRenderer());
	 * }
	 * </pre>
	 * <p>
	 * Note: Activities which require OpenGL ES 2.0 should indicate this by
	 * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the
	 * activity's AndroidManifest.xml file.
	 * <p>
	 * If this method is called, it must be called before
	 * {@link #setRenderer(Renderer)} is called.
	 * <p>
	 * This method only affects the behavior of the default EGLContexFactory and
	 * the default EGLConfigChooser. If
	 * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then
	 * the supplied EGLContextFactory is responsible for creating an OpenGL ES
	 * 2.0-compatible context. If {@link #setEGLConfigChooser(EGLConfigChooser)}
	 * has been called, then the supplied EGLConfigChooser is responsible for
	 * choosing an OpenGL ES 2.0-compatible config.
	 * 
	 * @param version
	 *            The EGLContext client version to choose. Use 2 for OpenGL ES
	 *            2.0
	 */
	public void setEGLContextClientVersion(int version) {
		checkRenderThreadState();
		mEGLContextClientVersion = version;
	}

	/**
	 * Set the rendering mode. When renderMode is RENDERMODE_CONTINUOUSLY, the
	 * renderer is called repeatedly to re-render the scene. When renderMode is
	 * RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface is
	 * created, or when {@link #requestRender} is called. Defaults to
	 * RENDERMODE_CONTINUOUSLY.
	 * <p>
	 * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system
	 * performance by allowing the GPU and CPU to idle when the view does not
	 * need to be updated.
	 * <p>
	 * This method can only be called after {@link #setRenderer(Renderer)}
	 * 
	 * @param renderMode
	 *            one of the RENDERMODE_X constants
	 * @see #RENDERMODE_CONTINUOUSLY
	 * @see #RENDERMODE_WHEN_DIRTY
	 */
	public void setRenderMode(int renderMode) {
		mGLThread.setRenderMode(renderMode);
	}

	/**
	 * Get the current rendering mode. May be called from any thread. Must not
	 * be called before a renderer has been set.
	 * 
	 * @return the current rendering mode.
	 * @see #RENDERMODE_CONTINUOUSLY
	 * @see #RENDERMODE_WHEN_DIRTY
	 */
	public int getRenderMode() {
		return mGLThread.getRenderMode();
	}

	/**
	 * Request that the renderer render a frame. This method is typically used
	 * when the render mode has been set to {@link #RENDERMODE_WHEN_DIRTY}, so
	 * that frames are only rendered on demand. May be called from any thread.
	 * Must not be called before a renderer has been set.
	 */
	public void requestRender() {
		mGLThread.requestRender();
	}

	/**
	 * This method is part of the SurfaceHolder.Callback interface, and is not
	 * normally called or subclassed by clients of GLSurfaceView.
	 */
	@Override
	public void surfaceCreated(SurfaceHolder holder) {
		mGLThread.surfaceCreated();
	}

	/**
	 * This method is part of the SurfaceHolder.Callback interface, and is not
	 * normally called or subclassed by clients of GLSurfaceView.
	 */
	@Override
	public void surfaceDestroyed(SurfaceHolder holder) {
		// Surface will be destroyed when we return
		mGLThread.surfaceDestroyed();
	}

	/**
	 * This method is part of the SurfaceHolder.Callback interface, and is not
	 * normally called or subclassed by clients of GLSurfaceView.
	 */
	@Override
	public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
		mGLThread.onWindowResize(w, h);
	}

	/**
	 * Inform the view that the activity is paused. The owner of this view must
	 * call this method when the activity is paused. Calling this method will
	 * pause the rendering thread. Must not be called before a renderer has been
	 * set.
	 */
	public void onPause() {
		mGLThread.onPause();
	}

	/**
	 * Inform the view that the activity is resumed. The owner of this view must
	 * call this method when the activity is resumed. Calling this method will
	 * recreate the OpenGL display and resume the rendering thread. Must not be
	 * called before a renderer has been set.
	 */
	public void onResume() {
		mGLThread.onResume();
	}

	/**
	 * Queue a runnable to be run on the GL rendering thread. This can be used
	 * to communicate with the Renderer on the rendering thread. Must not be
	 * called before a renderer has been set.
	 * 
	 * @param r
	 *            the runnable to be run on the GL rendering thread.
	 */
	public void queueEvent(Runnable r) {
		mGLThread.queueEvent(r);
	}

	/**
	 * This method is used as part of the View class and is not normally called
	 * or subclassed by clients of GLSurfaceView.
	 */
	@Override
	protected void onAttachedToWindow() {
		super.onAttachedToWindow();
		if (LOG_ATTACH_DETACH) {
			Log.d(TAG, "onAttachedToWindow reattach =" + mDetached);
		}
		if (mDetached && (mRenderer != null)) {
			int renderMode = RENDERMODE_CONTINUOUSLY;
			if (mGLThread != null) {
				renderMode = mGLThread.getRenderMode();
			}
			mGLThread = new GLThread(mRenderer);
			if (renderMode != RENDERMODE_CONTINUOUSLY) {
				mGLThread.setRenderMode(renderMode);
			}
			mGLThread.start();
		}
		mDetached = false;
	}

	/**
	 * This method is used as part of the View class and is not normally called
	 * or subclassed by clients of GLSurfaceView. Must not be called before a
	 * renderer has been set.
	 */
	@Override
	protected void onDetachedFromWindow() {
		if (LOG_ATTACH_DETACH) {
			Log.d(TAG, "onDetachedFromWindow");
		}
		if (mGLThread != null) {
			mGLThread.requestExitAndWait();
		}
		mDetached = true;
		super.onDetachedFromWindow();
	}

	// ----------------------------------------------------------------------

	/**
	 * An interface used to wrap a GL interface.
	 * <p>
	 * Typically used for implementing debugging and tracing on top of the
	 * default GL interface. You would typically use this by creating your own
	 * class that implemented all the GL methods by delegating to another GL
	 * instance. Then you could add your own behavior before or after calling
	 * the delegate. All the GLWrapper would do was instantiate and return the
	 * wrapper GL instance:
	 * 
	 * <pre class="prettyprint">
	 * class MyGLWrapper implements GLWrapper {
	 *     GL wrap(GL gl) {
	 *         return new MyGLImplementation(gl);
	 *     }
	 *     static class MyGLImplementation implements GL,GL10,GL11,... {
	 *         ...
	 *     }
	 * }
	 * </pre>
	 * 
	 * @see #setGLWrapper(GLWrapper)
	 */
	public interface GLWrapper {

		/**
		 * Wraps a gl interface in another gl interface.
		 * 
		 * @param gl
		 *            a GL interface that is to be wrapped.
		 * @return either the input argument or another GL object that wraps the
		 *         input argument.
		 */
		GL wrap(GL gl);
	}

	/**
	 * A generic renderer interface.
	 * <p>
	 * The renderer is responsible for making OpenGL calls to render a frame.
	 * <p>
	 * GLSurfaceView clients typically create their own classes that implement
	 * this interface, and then call {@link GLSurfaceView#setRenderer} to
	 * register the renderer with the GLSurfaceView.
	 * <p>
	 * 
	 * <div class="special reference">
	 * <h3>Developer Guides</h3>
	 * <p>
	 * For more information about how to use OpenGL, read the <a
	 * href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer
	 * guide.
	 * </p>
	 * </div>
	 * 
	 * <h3>Threading</h3> The renderer will be called on a separate thread, so
	 * that rendering performance is decoupled from the UI thread. Clients
	 * typically need to communicate with the renderer from the UI thread,
	 * because that's where input events are received. Clients can communicate
	 * using any of the standard Java techniques for cross-thread communication,
	 * or they can use the {@link GLSurfaceView#queueEvent(Runnable)}
	 * convenience method.
	 * <p>
	 * <h3>EGL Context Lost</h3>
	 * There are situations where the EGL rendering context will be lost. This
	 * typically happens when device wakes up after going to sleep. When the EGL
	 * context is lost, all OpenGL resources (such as textures) that are
	 * associated with that context will be automatically deleted. In order to
	 * keep rendering correctly, a renderer must recreate any lost resources
	 * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)}
	 * method is a convenient place to do this.
	 * 
	 * 
	 * @see #setRenderer(Renderer)
	 */
	public interface Renderer {

		/**
		 * Called when the surface is created or recreated.
		 * <p>
		 * Called when the rendering thread starts and whenever the EGL context
		 * is lost. The EGL context will typically be lost when the Android
		 * device awakes after going to sleep.
		 * <p>
		 * Since this method is called at the beginning of rendering, as well as
		 * every time the EGL context is lost, this method is a convenient place
		 * to put code to create resources that need to be created when the
		 * rendering starts, and that need to be recreated when the EGL context
		 * is lost. Textures are an example of a resource that you might want to
		 * create here.
		 * <p>
		 * Note that when the EGL context is lost, all OpenGL resources
		 * associated with that context will be automatically deleted. You do
		 * not need to call the corresponding "glDelete" methods such as
		 * glDeleteTextures to manually delete these lost resources.
		 * <p>
		 * 
		 * @param gl
		 *            the GL interface. Use <code>instanceof</code> to test if
		 *            the interface supports GL11 or higher interfaces.
		 * @param config
		 *            the EGLConfig of the created surface. Can be used to
		 *            create matching pbuffers.
		 */
		void onSurfaceCreated(GL10 gl, EGLConfig config);

		/**
		 * Called when the surface changed size.
		 * <p>
		 * Called after the surface is created and whenever the OpenGL ES
		 * surface size changes.
		 * <p>
		 * Typically you will set your viewport here. If your camera is fixed
		 * then you could also set your projection matrix here:
		 * 
		 * <pre class="prettyprint">
		 * 
		 * void onSurfaceChanged(GL10 gl, int width, int height) {
		 * 	gl.glViewport(0, 0, width, height);
		 * 	// for a fixed camera, set the projection too
		 * 	float ratio = (float) width / height;
		 * 	gl.glMatrixMode(GL10.GL_PROJECTION);
		 * 	gl.glLoadIdentity();
		 * 	gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
		 * }
		 * </pre>
		 * 
		 * @param gl
		 *            the GL interface. Use <code>instanceof</code> to test if
		 *            the interface supports GL11 or higher interfaces.
		 * @param width
		 * @param height
		 */
		void onSurfaceChanged(GL10 gl, int width, int height);

		/**
		 * Called to draw the current frame.
		 * <p>
		 * This method is responsible for drawing the current frame.
		 * <p>
		 * The implementation of this method typically looks like this:
		 * 
		 * <pre class="prettyprint">
		 * 
		 * void onDrawFrame(GL10 gl) {
		 * 	gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
		 * 	// ... other gl calls to render the scene ...
		 * }
		 * </pre>
		 * 
		 * @param gl
		 *            the GL interface. Use <code>instanceof</code> to test if
		 *            the interface supports GL11 or higher interfaces.
		 */
		void onDrawFrame(GL10 gl);
	}

	/**
	 * An interface for customizing the eglCreateContext and eglDestroyContext
	 * calls.
	 * <p>
	 * This interface must be implemented by clients wishing to call
	 * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)}
	 */
	public interface EGLContextFactory {

		EGLContext createContext(EGL10 egl, EGLDisplay display,
				EGLConfig eglConfig);

		void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
	}

	private class DefaultContextFactory implements EGLContextFactory {

		private int EGL_CONTEXT_CLIENT_VERSION = 0x3098;

		@Override
		public EGLContext createContext(EGL10 egl, EGLDisplay display,
				EGLConfig config) {
			int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION,
					mEGLContextClientVersion, EGL10.EGL_NONE };

			return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
					mEGLContextClientVersion != 0 ? attrib_list : null);
		}

		@Override
		public void destroyContext(EGL10 egl, EGLDisplay display,
				EGLContext context) {
			if (!egl.eglDestroyContext(display, context)) {
				Log.e("DefaultContextFactory", "display:" + display
						+ " context: " + context);
				if (LOG_THREADS) {
					Log.i("DefaultContextFactory", "tid="
							+ Thread.currentThread().getId());
				}
				throw new RuntimeException("eglDestroyContext failed: " + ""); // +
																				// EGLLogWrapper.getErrorString(egl.eglGetError()));
			}
		}
	}

	/**
	 * An interface for customizing the eglCreateWindowSurface and
	 * eglDestroySurface calls.
	 * <p>
	 * This interface must be implemented by clients wishing to call
	 * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
	 */
	public interface EGLWindowSurfaceFactory {

		/**
		 * @return null if the surface cannot be constructed.
		 */
		EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
				EGLConfig config, Object nativeWindow);

		void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
	}

	private static class DefaultWindowSurfaceFactory implements
			EGLWindowSurfaceFactory {

		@Override
		public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
				EGLConfig config, Object nativeWindow) {
			EGLSurface result = null;
			try {
				result = egl.eglCreateWindowSurface(display, config,
						nativeWindow, null);
			} catch (IllegalArgumentException e) {
				// This exception indicates that the surface flinger surface
				// is not valid. This can happen if the surface flinger surface
				// has
				// been torn down, but the application has not yet been
				// notified via SurfaceHolder.Callback.surfaceDestroyed.
				// In theory the application should be notified first,
				// but in practice sometimes it is not. See b/4588890
				Log.e(TAG, "eglCreateWindowSurface", e);
			}
			return result;
		}

		@Override
		public void destroySurface(EGL10 egl, EGLDisplay display,
				EGLSurface surface) {
			egl.eglDestroySurface(display, surface);
		}
	}

	/**
	 * An interface for choosing an EGLConfig configuration from a list of
	 * potential configurations.
	 * <p>
	 * This interface must be implemented by clients wishing to call
	 * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
	 */
	public interface EGLConfigChooser {

		/**
		 * Choose a configuration from the list. Implementors typically
		 * implement this method by calling {@link EGL10#eglChooseConfig} and
		 * iterating through the results. Please consult the EGL specification
		 * available from The Khronos Group to learn how to call
		 * eglChooseConfig.
		 * 
		 * @param egl
		 *            the EGL10 for the current display.
		 * @param display
		 *            the current display.
		 * @return the chosen configuration.
		 */
		EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
	}

	private abstract class BaseConfigChooser implements EGLConfigChooser {

		public BaseConfigChooser(int[] configSpec) {
			mConfigSpec = filterConfigSpec(configSpec);
		}

		@Override
		public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
			int[] num_config = new int[1];
			if (!egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config)) {
				throw new IllegalArgumentException("eglChooseConfig failed");
			}

			int numConfigs = num_config[0];

			if (numConfigs <= 0) {
				throw new IllegalArgumentException(
						"No configs match configSpec");
			}

			EGLConfig[] configs = new EGLConfig[numConfigs];
			if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
					num_config)) {
				throw new IllegalArgumentException("eglChooseConfig#2 failed");
			}
			EGLConfig config = chooseConfig(egl, display, configs);
			if (config == null) {
				throw new IllegalArgumentException("No config chosen");
			}
			return config;
		}

		abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
				EGLConfig[] configs);

		protected int[] mConfigSpec;

		private int[] filterConfigSpec(int[] configSpec) {
			if (mEGLContextClientVersion != 2) {
				return configSpec;
			}
			/*
			 * We know none of the subclasses define EGL_RENDERABLE_TYPE. And we
			 * know the configSpec is well formed.
			 */
			int len = configSpec.length;
			int[] newConfigSpec = new int[len + 2];
			System.arraycopy(configSpec, 0, newConfigSpec, 0, len - 1);
			newConfigSpec[len - 1] = EGL10.EGL_RENDERABLE_TYPE;
			newConfigSpec[len] = 4; /* EGL_OPENGL_ES2_BIT */
			newConfigSpec[len + 1] = EGL10.EGL_NONE;
			return newConfigSpec;
		}
	}

	/**
	 * Choose a configuration with exactly the specified r,g,b,a sizes, and at
	 * least the specified depth and stencil sizes.
	 */
	private class ComponentSizeChooser extends BaseConfigChooser {

		public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
				int alphaSize, int depthSize, int stencilSize) {
			super(new int[] { EGL10.EGL_RED_SIZE, redSize,
					EGL10.EGL_GREEN_SIZE, greenSize, EGL10.EGL_BLUE_SIZE,
					blueSize, EGL10.EGL_ALPHA_SIZE, alphaSize,
					EGL10.EGL_DEPTH_SIZE, depthSize, EGL10.EGL_STENCIL_SIZE,
					stencilSize, EGL10.EGL_NONE });
			mValue = new int[1];
			mRedSize = redSize;
			mGreenSize = greenSize;
			mBlueSize = blueSize;
			mAlphaSize = alphaSize;
			mDepthSize = depthSize;
			mStencilSize = stencilSize;
		}

		@Override
		public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
				EGLConfig[] configs) {
			for (EGLConfig config : configs) {
				int d = findConfigAttrib(egl, display, config,
						EGL10.EGL_DEPTH_SIZE, 0);
				int s = findConfigAttrib(egl, display, config,
						EGL10.EGL_STENCIL_SIZE, 0);
				if ((d >= mDepthSize) && (s >= mStencilSize)) {
					int r = findConfigAttrib(egl, display, config,
							EGL10.EGL_RED_SIZE, 0);
					int g = findConfigAttrib(egl, display, config,
							EGL10.EGL_GREEN_SIZE, 0);
					int b = findConfigAttrib(egl, display, config,
							EGL10.EGL_BLUE_SIZE, 0);
					int a = findConfigAttrib(egl, display, config,
							EGL10.EGL_ALPHA_SIZE, 0);
					if ((r == mRedSize) && (g == mGreenSize)
							&& (b == mBlueSize) && (a == mAlphaSize)) {
						return config;
					}
				}
			}
			return null;
		}

		private int findConfigAttrib(EGL10 egl, EGLDisplay display,
				EGLConfig config, int attribute, int defaultValue) {

			if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
				return mValue[0];
			}
			return defaultValue;
		}

		private int[] mValue;
		// Subclasses can adjust these values:
		protected int mRedSize;
		protected int mGreenSize;
		protected int mBlueSize;
		protected int mAlphaSize;
		protected int mDepthSize;
		protected int mStencilSize;
	}

	/**
	 * This class will choose a RGB_565 surface with or without a depth buffer.
	 * 
	 */
	private class SimpleEGLConfigChooser extends ComponentSizeChooser {

		public SimpleEGLConfigChooser(boolean withDepthBuffer) {
			super(5, 6, 5, 0, withDepthBuffer ? 16 : 0, 0);
		}
	}

	/**
	 * An EGL helper class.
	 */

	private class EglHelper {

		public EglHelper() {

		}

		/**
		 * Initialize EGL for a given configuration spec.
		 * 
		 * @param configSpec
		 */
		public void start() {
			if (LOG_EGL) {
				Log.w("EglHelper", "start() tid="
						+ Thread.currentThread().getId());
			}
			/*
			 * Get an EGL instance
			 */
			mEgl = (EGL10) EGLContext.getEGL();

			/*
			 * Get to the default display.
			 */
			mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);

			if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
				throw new RuntimeException("eglGetDisplay failed");
			}

			/*
			 * We can now initialize EGL for that display
			 */
			int[] version = new int[2];
			if (!mEgl.eglInitialize(mEglDisplay, version)) {
				throw new RuntimeException("eglInitialize failed");
			}
			mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);

			/*
			 * Create an EGL context. We want to do this as rarely as we can,
			 * because an EGL context is a somewhat heavy object.
			 */
			mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay,
					mEglConfig);
			if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
				mEglContext = null;
				throwEglException("createContext");
			}
			if (LOG_EGL) {
				Log.w("EglHelper", "createContext " + mEglContext + " tid="
						+ Thread.currentThread().getId());
			}

			mEglSurface = null;
		}

		/*
		 * React to the creation of a new surface by creating and returning an
		 * OpenGL interface that renders to that surface.
		 */
		public GL createSurface(SurfaceHolder holder) {
			if (LOG_EGL) {
				Log.w("EglHelper", "createSurface()  tid="
						+ Thread.currentThread().getId());
			}
			/*
			 * Check preconditions.
			 */
			if (mEgl == null) {
				throw new RuntimeException("egl not initialized");
			}
			if (mEglDisplay == null) {
				throw new RuntimeException("eglDisplay not initialized");
			}
			if (mEglConfig == null) {
				throw new RuntimeException("mEglConfig not initialized");
			}
			/*
			 * The window size has changed, so we need to create a new surface.
			 */
			if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {

				/*
				 * Unbind and destroy the old EGL surface, if there is one.
				 */
				mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
						EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
				mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay,
						mEglSurface);
			}

			/*
			 * Create an EGL surface we can render into.
			 */
			mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
					mEglDisplay, mEglConfig, holder);

			if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
				int error = mEgl.eglGetError();
				if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
					Log.e("EglHelper",
							"createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
				}
				return null;
			}

			/*
			 * Before we can issue GL commands, we need to make sure the context
			 * is current and bound to a surface.
			 */
			if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
					mEglContext)) {
				throwEglException("eglMakeCurrent");
			}

			GL gl = mEglContext.getGL();
			if (mGLWrapper != null) {
				gl = mGLWrapper.wrap(gl);
			}

			// if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS))
			// != 0) {
			// int configFlags = 0;
			// Writer log = null;
			// if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
			// configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
			// }
			// if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
			// log = new LogWriter();
			// }
			// gl = GLDebugHelper.wrap(gl, configFlags, log);
			// }
			return gl;
		}

		public void purgeBuffers() {
			mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
					EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
			mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
					mEglContext);
		}

		/**
		 * Display the current render surface.
		 * 
		 * @return false if the context has been lost.
		 */
		public boolean swap() {
			if (!mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {

				/*
				 * Check for EGL_CONTEXT_LOST, which means the context and all
				 * associated data were lost (For instance because the device
				 * went to sleep). We need to sleep until we get a new surface.
				 */
				int error = mEgl.eglGetError();
				switch (error) {
				case EGL11.EGL_CONTEXT_LOST:
					return false;
				case EGL10.EGL_BAD_NATIVE_WINDOW:
					// The native window is bad, probably because the
					// window manager has closed it. Ignore this error,
					// on the expectation that the application will be
					// closed soon.
					Log.e("EglHelper",
							"eglSwapBuffers returned EGL_BAD_NATIVE_WINDOW. tid="
									+ Thread.currentThread().getId());
					break;
				default:
					throwEglException("eglSwapBuffers", error);
				}
			}
			return true;
		}

		public void destroySurface() {
			if (LOG_EGL) {
				Log.w("EglHelper", "destroySurface()  tid="
						+ Thread.currentThread().getId());
			}
			if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
				mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
						EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
				mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay,
						mEglSurface);
				mEglSurface = null;
			}
		}

		public void finish() {
			if (LOG_EGL) {
				Log.w("EglHelper", "finish() tid="
						+ Thread.currentThread().getId());
			}
			if (mEglContext != null) {
				mEGLContextFactory.destroyContext(mEgl, mEglDisplay,
						mEglContext);
				mEglContext = null;
			}
			if (mEglDisplay != null) {
				mEgl.eglTerminate(mEglDisplay);
				mEglDisplay = null;
			}
		}

		private void throwEglException(String function) {
			throwEglException(function, mEgl.eglGetError());
		}

		private void throwEglException(String function, int error) {
			String message = function + " failed: error=" + error; // String
																	// message =
																	// function
																	// +
																	// " failed: "
																	// +
																	// EGLLogWrapper.getErrorString(error);
			if (LOG_THREADS) {
				Log.e("EglHelper", "throwEglException tid="
						+ Thread.currentThread().getId() + " " + message);
			}
			throw new RuntimeException(message);
		}

		EGL10 mEgl;
		EGLDisplay mEglDisplay;
		EGLSurface mEglSurface;
		EGLConfig mEglConfig;
		EGLContext mEglContext;

	}

	/**
	 * A generic GL Thread. Takes care of initializing EGL and GL. Delegates to
	 * a Renderer instance to do the actual drawing. Can be configured to render
	 * continuously or on request.
	 * 
	 * All potentially blocking synchronization is done through the
	 * sGLThreadManager object. This avoids multiple-lock ordering issues.
	 * 
	 */
	class GLThread extends Thread {

		GLThread(Renderer renderer) {
			super();
			mWidth = 0;
			mHeight = 0;
			mRequestRender = true;
			mRenderMode = RENDERMODE_CONTINUOUSLY;
			mRenderer = renderer;
		}

		@Override
		public void run() {
			setName("GLThread " + getId());
			if (LOG_THREADS) {
				Log.i("GLThread", "starting tid=" + getId());
			}

			try {
				guardedRun();
			} catch (InterruptedException e) {
				// fall thru and exit normally
			} finally {
				sGLThreadManager.threadExiting(this);
			}
		}

		/*
		 * This private method should only be called inside a
		 * synchronized(sGLThreadManager) block.
		 */
		private void stopEglSurfaceLocked() {
			if (mHaveEglSurface) {
				mHaveEglSurface = false;
				mEglHelper.destroySurface();
			}
		}

		/*
		 * This private method should only be called inside a
		 * synchronized(sGLThreadManager) block.
		 */
		private void stopEglContextLocked() {
			if (mHaveEglContext) {
				mEglHelper.finish();
				mHaveEglContext = false;
				sGLThreadManager.releaseEglContextLocked(this);
			}
		}

		private void guardedRun() throws InterruptedException {
			mEglHelper = new EglHelper();
			mHaveEglContext = false;
			mHaveEglSurface = false;
			try {
				GL10 gl = null;
				boolean createEglContext = false;
				boolean createEglSurface = false;
				boolean lostEglContext = false;
				boolean sizeChanged = false;
				boolean wantRenderNotification = false;
				boolean doRenderNotification = false;
				boolean askedToReleaseEglContext = false;
				int w = 0;
				int h = 0;
				Runnable event = null;

				while (true) {
					synchronized (sGLThreadManager) {
						while (true) {
							if (mShouldExit) {
								return;
							}

							if (!mEventQueue.isEmpty()) {
								event = mEventQueue.remove(0);
								break;
							}

							// Update the pause state.
							if (mPaused != mRequestPaused) {
								mPaused = mRequestPaused;
								sGLThreadManager.notifyAll();
								if (LOG_PAUSE_RESUME) {
									Log.i("GLThread", "mPaused is now "
											+ mPaused + " tid=" + getId());
								}
							}

							// Do we need to give up the EGL context?
							if (mShouldReleaseEglContext) {
								if (LOG_SURFACE) {
									Log.i("GLThread",
											"releasing EGL context because asked to tid="
													+ getId());
								}
								stopEglSurfaceLocked();
								stopEglContextLocked();
								mShouldReleaseEglContext = false;
								askedToReleaseEglContext = true;
							}

							// Have we lost the EGL context?
							if (lostEglContext) {
								stopEglSurfaceLocked();
								stopEglContextLocked();
								lostEglContext = false;
							}

							// Do we need to release the EGL surface?
							if (mHaveEglSurface && mPaused) {
								if (LOG_SURFACE) {
									Log.i("GLThread",
											"releasing EGL surface because paused tid="
													+ getId());
								}
								stopEglSurfaceLocked();
								if (!mPreserveEGLContextOnPause
										|| sGLThreadManager
												.shouldReleaseEGLContextWhenPausing()) {
									stopEglContextLocked();
									if (LOG_SURFACE) {
										Log.i("GLThread",
												"releasing EGL context because paused tid="
														+ getId());
									}
								}
								if (sGLThreadManager
										.shouldTerminateEGLWhenPausing()) {
									mEglHelper.finish();
									if (LOG_SURFACE) {
										Log.i("GLThread",
												"terminating EGL because paused tid="
														+ getId());
									}
								}
							}

							// Have we lost the surface view surface?
							if ((!mHasSurface) && (!mWaitingForSurface)) {
								if (LOG_SURFACE) {
									Log.i("GLThread",
											"noticed surfaceView surface lost tid="
													+ getId());
								}
								if (mHaveEglSurface) {
									stopEglSurfaceLocked();
								}
								mWaitingForSurface = true;
								sGLThreadManager.notifyAll();
							}

							// Have we acquired the surface view surface?
							if (mHasSurface && mWaitingForSurface) {
								if (LOG_SURFACE) {
									Log.i("GLThread",
											"noticed surfaceView surface acquired tid="
													+ getId());
								}
								mWaitingForSurface = false;
								sGLThreadManager.notifyAll();
							}

							if (doRenderNotification) {
								if (LOG_SURFACE) {
									Log.i("GLThread",
											"sending render notification tid="
													+ getId());
								}
								wantRenderNotification = false;
								doRenderNotification = false;
								mRenderComplete = true;
								sGLThreadManager.notifyAll();
							}

							// Ready to draw?
							if (readyToDraw()) {

								// If we don't have an EGL context, try to
								// acquire one.
								if (!mHaveEglContext) {
									if (askedToReleaseEglContext) {
										askedToReleaseEglContext = false;
									} else if (sGLThreadManager
											.tryAcquireEglContextLocked(this)) {
										try {
											mEglHelper.start();
										} catch (RuntimeException t) {
											sGLThreadManager
													.releaseEglContextLocked(this);
											throw t;
										}
										mHaveEglContext = true;
										createEglContext = true;

										sGLThreadManager.notifyAll();
									}
								}

								if (mHaveEglContext && !mHaveEglSurface) {
									mHaveEglSurface = true;
									createEglSurface = true;
									sizeChanged = true;
								}

								if (mHaveEglSurface) {
									if (mSizeChanged) {
										sizeChanged = true;
										w = mWidth;
										h = mHeight;
										wantRenderNotification = true;
										if (LOG_SURFACE) {
											Log.i("GLThread",
													"noticing that we want render notification tid="
															+ getId());
										}

										if (DRAW_TWICE_AFTER_SIZE_CHANGED) {
											// We keep mRequestRender true so
											// that we draw twice after the size
											// changes.
											// (Once because of mSizeChanged,
											// the second time because of
											// mRequestRender.)
											// This forces the updated graphics
											// onto the screen.
										} else {
											mRequestRender = false;
										}
										mSizeChanged = false;
									} else {
										mRequestRender = false;
									}
									sGLThreadManager.notifyAll();
									break;
								}
							}

							// By design, this is the only place in a GLThread
							// thread where we wait().
							if (LOG_THREADS) {
								Log.i("GLThread", "waiting tid=" + getId()
										+ " mHaveEglContext: "
										+ mHaveEglContext
										+ " mHaveEglSurface: "
										+ mHaveEglSurface + " mPaused: "
										+ mPaused + " mHasSurface: "
										+ mHasSurface + " mWaitingForSurface: "
										+ mWaitingForSurface + " mWidth: "
										+ mWidth + " mHeight: " + mHeight
										+ " mRequestRender: " + mRequestRender
										+ " mRenderMode: " + mRenderMode);
							}
							sGLThreadManager.wait();
						}
					} // end of synchronized(sGLThreadManager)

					if (event != null) {
						event.run();
						event = null;
						continue;
					}

					if (createEglSurface) {
						if (LOG_SURFACE) {
							Log.w("GLThread", "egl createSurface");
						}
						gl = (GL10) mEglHelper.createSurface(getHolder());
						if (gl == null) {
							// Couldn't create a surface. Quit quietly.
							break;
						}
						sGLThreadManager.checkGLDriver(gl);
						createEglSurface = false;
					}

					if (createEglContext) {
						if (LOG_RENDERER) {
							Log.w("GLThread", "onSurfaceCreated");
						}
						mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
						createEglContext = false;
					}

					if (sizeChanged) {
						if (LOG_RENDERER) {
							Log.w("GLThread", "onSurfaceChanged(" + w + ", "
									+ h + ")");
						}
						mEglHelper.purgeBuffers();
						mRenderer.onSurfaceChanged(gl, w, h);
						sizeChanged = false;
					}

					if (LOG_RENDERER_DRAW_FRAME) {
						Log.w("GLThread", "onDrawFrame tid=" + getId());
					}
					mRenderer.onDrawFrame(gl);
					if (!mEglHelper.swap()) {
						if (LOG_SURFACE) {
							Log.i("GLThread", "egl context lost tid=" + getId());
						}
						lostEglContext = true;
					}

					if (wantRenderNotification) {
						doRenderNotification = true;
					}
				}

			} finally {
				/*
				 * clean-up everything...
				 */
				synchronized (sGLThreadManager) {
					stopEglSurfaceLocked();
					stopEglContextLocked();
				}
			}
		}

		public boolean ableToDraw() {
			return mHaveEglContext && mHaveEglSurface && readyToDraw();
		}

		private boolean readyToDraw() {
			return (!mPaused)
					&& mHasSurface
					&& (mWidth > 0)
					&& (mHeight > 0)
					&& (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY));
		}

		public void setRenderMode(int renderMode) {
			if (!((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY))) {
				throw new IllegalArgumentException("renderMode");
			}
			synchronized (sGLThreadManager) {
				mRenderMode = renderMode;
				sGLThreadManager.notifyAll();
			}
		}

		public int getRenderMode() {
			synchronized (sGLThreadManager) {
				return mRenderMode;
			}
		}

		public void requestRender() {
			synchronized (sGLThreadManager) {
				mRequestRender = true;
				sGLThreadManager.notifyAll();
			}
		}

		public void surfaceCreated() {
			synchronized (sGLThreadManager) {
				if (LOG_THREADS) {
					Log.i("GLThread", "surfaceCreated tid=" + getId());
				}
				mHasSurface = true;
				mIsGLRunning = true;
				sGLThreadManager.notifyAll();
				while ((mWaitingForSurface) && (!mExited)) {
					try {
						sGLThreadManager.wait();
					} catch (InterruptedException e) {
						Thread.currentThread().interrupt();
					}
				}
			}
		}

		public void surfaceDestroyed() {
			synchronized (sGLThreadManager) {
				if (LOG_THREADS) {
					Log.i("GLThread", "surfaceDestroyed tid=" + getId());
				}
				mHasSurface = false;
				mIsGLRunning = false;
				// /Display.setAdapterDisable();

				sGLThreadManager.notifyAll();
				while ((!mWaitingForSurface) && (!mExited)) {
					try {
						sGLThreadManager.wait();
					} catch (InterruptedException e) {
						Thread.currentThread().interrupt();
					}
				}
			}
		}

		public void onPause() {
			synchronized (sGLThreadManager) {
				if (LOG_PAUSE_RESUME) {
					Log.i("GLThread", "onPause tid=" + getId());
				}
				mRequestPaused = true;
				sGLThreadManager.notifyAll();
				while ((!mExited) && (!mPaused)) {
					if (LOG_PAUSE_RESUME) {
						Log.i("Main thread", "onPause waiting for mPaused.");
					}
					try {
						sGLThreadManager.wait();
					} catch (InterruptedException ex) {
						Thread.currentThread().interrupt();
					}
				}
			}
		}

		public void onResume() {
			synchronized (sGLThreadManager) {
				if (LOG_PAUSE_RESUME) {
					Log.i("GLThread", "onResume tid=" + getId());
				}
				mRequestPaused = false;
				mRequestRender = true;
				mRenderComplete = false;
				sGLThreadManager.notifyAll();
				while ((!mExited) && mPaused && (!mRenderComplete)) {
					if (LOG_PAUSE_RESUME) {
						Log.i("Main thread", "onResume waiting for !mPaused.");
					}
					try {
						sGLThreadManager.wait();
					} catch (InterruptedException ex) {
						Thread.currentThread().interrupt();
					}
				}
			}
		}

		public void onWindowResize(int w, int h) {
			synchronized (sGLThreadManager) {
				mWidth = w;
				mHeight = h;
				mSizeChanged = true;
				mRequestRender = true;
				mRenderComplete = false;
				sGLThreadManager.notifyAll();

				// Wait for thread to react to resize and render a frame
				while (!mExited && !mPaused && !mRenderComplete
						&& (mGLThread != null && mGLThread.ableToDraw())) {
					if (LOG_SURFACE) {
						Log.i("Main thread",
								"onWindowResize waiting for render complete from tid="
										+ mGLThread.getId());
					}
					try {
						sGLThreadManager.wait();
					} catch (InterruptedException ex) {
						Thread.currentThread().interrupt();
					}
				}
			}
		}

		public void requestExitAndWait() {
			// don't call this from GLThread thread or it is a guaranteed
			// deadlock!
			synchronized (sGLThreadManager) {
				mShouldExit = true;
				sGLThreadManager.notifyAll();
				while (!mExited) {
					try {
						sGLThreadManager.wait();
					} catch (InterruptedException ex) {
						Thread.currentThread().interrupt();
					}
				}
			}
		}

		public void requestReleaseEglContextLocked() {
			mShouldReleaseEglContext = true;
			sGLThreadManager.notifyAll();
		}

		/**
		 * Queue an "event" to be run on the GL rendering thread.
		 * 
		 * @param r
		 *            the runnable to be run on the GL rendering thread.
		 */
		public void queueEvent(Runnable r) {
			if (r == null) {
				throw new IllegalArgumentException("r must not be null");
			}
			synchronized (sGLThreadManager) {
				mEventQueue.add(r);
				sGLThreadManager.notifyAll();
			}
		}

		// Once the thread is started, all accesses to the following member
		// variables are protected by the sGLThreadManager monitor
		private boolean mShouldExit;
		private boolean mExited;
		private boolean mRequestPaused;
		private boolean mPaused;
		private boolean mHasSurface;
		private boolean mWaitingForSurface;
		private boolean mHaveEglContext;
		private boolean mHaveEglSurface;
		private boolean mShouldReleaseEglContext;
		private int mWidth;
		private int mHeight;
		private int mRenderMode;
		private boolean mRequestRender;
		private boolean mRenderComplete;
		private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();

		// End of member variables protected by the sGLThreadManager monitor.

		private Renderer mRenderer;
		private EglHelper mEglHelper;
	}

	static class LogWriter extends Writer {

		@Override
		public void close() {
			flushBuilder();
		}

		@Override
		public void flush() {
			flushBuilder();
		}

		@Override
		public void write(char[] buf, int offset, int count) {
			for (int i = 0; i < count; i++) {
				char c = buf[offset + i];
				if (c == '\n') {
					flushBuilder();
				} else {
					mBuilder.append(c);
				}
			}
		}

		private void flushBuilder() {
			if (mBuilder.length() > 0) {
				Log.v("GLSurfaceView", mBuilder.toString());
				mBuilder.delete(0, mBuilder.length());
			}
		}

		private StringBuilder mBuilder = new StringBuilder();
	}

	private void checkRenderThreadState() {
		if (mGLThread != null) {
			throw new IllegalStateException(
					"setRenderer has already been called for this instance.");
		}
	}

	// /GL thread manager
	private static class GLThreadManager {

		private static String TAG = "GLThreadManager";
		private Context context; // /add by lyh

		public GLThreadManager(Context context) {
			this.context = context;
		}

		public synchronized void threadExiting(GLThread thread) {
			if (LOG_THREADS) {
				Log.i("GLThread", "exiting tid=" + thread.getId());
			}
			thread.mExited = true;
			if (mEglOwner == thread) {
				mEglOwner = null;
			}
			notifyAll();
		}

		/*
		 * Tries once to acquire the right to use an EGL context. Does not
		 * block. Requires that we are already in the sGLThreadManager monitor
		 * when this is called.
		 * 
		 * @return true if the right to use an EGL context was acquired.
		 */
		public boolean tryAcquireEglContextLocked(GLThread thread) {
			if (mEglOwner == thread || mEglOwner == null) {
				mEglOwner = thread;
				notifyAll();
				return true;
			}
			checkGLESVersion();
			if (mMultipleGLESContextsAllowed) {
				return true;
			}
			// Notify the owning thread that it should release the context.
			// TODO: implement a fairness policy. Currently
			// if the owning thread is drawing continuously it will just
			// reacquire the EGL context.
			if (mEglOwner != null) {
				mEglOwner.requestReleaseEglContextLocked();
			}
			return false;
		}

		/*
		 * Releases the EGL context. Requires that we are already in the
		 * sGLThreadManager monitor when this is called.
		 */
		public void releaseEglContextLocked(GLThread thread) {
			if (mEglOwner == thread) {
				mEglOwner = null;
			}
			notifyAll();
		}

		public synchronized boolean shouldReleaseEGLContextWhenPausing() {
			// Release the EGL context when pausing even if
			// the hardware supports multiple EGL contexts.
			// Otherwise the device could run out of EGL contexts.
			return mLimitedGLESContexts;
		}

		public synchronized boolean shouldTerminateEGLWhenPausing() {
			checkGLESVersion();
			return !mMultipleGLESContextsAllowed;
		}

		public synchronized void checkGLDriver(GL10 gl) {
			if (!mGLESDriverCheckComplete) {
				checkGLESVersion();
				String renderer = gl.glGetString(GL10.GL_RENDERER);
				if (mGLESVersion < kGLES_20) {
					mMultipleGLESContextsAllowed = !renderer
							.startsWith(kMSM7K_RENDERER_PREFIX);
					notifyAll();
				}
				mLimitedGLESContexts = !mMultipleGLESContextsAllowed
						|| renderer.startsWith(kADRENO);
				if (LOG_SURFACE) {
					Log.w(TAG, "checkGLDriver renderer = \"" + renderer
							+ "\" multipleContextsAllowed = "
							+ mMultipleGLESContextsAllowed
							+ " mLimitedGLESContexts = " + mLimitedGLESContexts);
				}
				mGLESDriverCheckComplete = true;
			}
		}

		private void checkGLESVersion() {
			if (!mGLESVersionCheckComplete) {
				// mGLESVersion = SystemProperties.getInt(
				// "ro.opengles.version",
				// ConfigurationInfo.GL_ES_VERSION_UNDEFINED);
				ActivityManager am = (ActivityManager) context
						.getSystemService(Context.ACTIVITY_SERVICE);
				ConfigurationInfo info = am.getDeviceConfigurationInfo();
				mGLESVersion = info.reqGlEsVersion;
				if (mGLESVersion >= kGLES_20) {
					mMultipleGLESContextsAllowed = true;
				}
				if (LOG_SURFACE) {
					Log.w(TAG, "checkGLESVersion mGLESVersion =" + " "
							+ mGLESVersion + " mMultipleGLESContextsAllowed = "
							+ mMultipleGLESContextsAllowed);
				}
				mGLESVersionCheckComplete = true;
			}
		}

		private boolean mGLESVersionCheckComplete;
		private int mGLESVersion;
		private boolean mGLESDriverCheckComplete;
		private boolean mMultipleGLESContextsAllowed;
		private boolean mLimitedGLESContexts;
		private static final int kGLES_20 = 0x20000;
		private static final String kMSM7K_RENDERER_PREFIX = "Q3Dimension MSM7500 ";
		private static final String kADRENO = "Adreno";
		private GLThread mEglOwner;
	}

	private static GLThreadManager sGLThreadManager = null;// /new
															// GLThreadManager();
	private boolean mSizeChanged = true;

	private GLThread mGLThread;
	private Renderer mRenderer;
	private boolean mDetached;
	private EGLConfigChooser mEGLConfigChooser;
	private EGLContextFactory mEGLContextFactory;
	private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
	private GLWrapper mGLWrapper;
	private int mDebugFlags;
	private int mEGLContextClientVersion;
	private boolean mPreserveEGLContextOnPause;

	private static int mGLRenderPos = RENDERPOS_BOTTOM;
	private static int mAdapterWidth = 800;
	private static int mAdapterHeight = 480;
	private static boolean mIsGLAdapterWindowEnable = false;
	private static boolean mIsGLRunning = false;

}
